Missed Skill Expression Feeding Into Delayed Gratification Loops To Teach Skill Expression
On the Interstellar Sentinel Discord I dropped a great video that popped up in the Shmup-o-sphere BLUE REVOLVER Convinced Me to Care About Scoring in Shmups.
A community member and shmup lover described actually enjoying scoring in Hellsinker, where much of the scoring interaction is built into what you're already doing. Rapidly hit an enemy to boost its value, kill it, cash it in. Nice little payoff. Satisfying in the moment.
But with BLUE REVOLVER, they're currently doing no-special runs specifically to disrupt their own ability and desire to score.
That caught my attention.
They still like the big scoring flourish. The problem is that going after it can conflict with survival, and missing one of those big opportunities can make it feel like they've already missed out on too much.
So there's this weird tension:
The payoff is attractive enough to want, but missing the opportunity can make engaging with the system feel worse than ignoring it altogether.
That got me thinking about missed skill expression.
Because I don't think this is really just a score problem.
Shmup players, especially newer players, tend to start from defense.
The hierarchy is something like:
- Survive at all costs.
- Kick as much ass as possible.
- Don't fail the objective.
Score usually comes later.
Which means a lot of the cool offensive systems we build are fighting against a pretty rational player instinct: hold onto the thing that might save me.
So here's a little story.
The player has a super meter. It's full. It's blinking. It looks awesome. The game is practically screaming that this thing wants to be used.
And then a giant opportunity shows up.
Lots of enemies. Tons of bullets. Maybe the player is starting to lose control of the screen. This is the moment.
Hit the super, blow everything apart, reset the state, vacuum up a pile of resources, get the big score payoff, giant happy brain moment. Pointsplosions galore!
Except the player doesn't do it.
They hold the super.
Because what if they need it later?
And they survive.
Great! Survival player did survival player things.
But they also missed the offensive opportunity. They're probably down resources now. Down score. Maybe that means the next extend comes later. And more importantly, they missed one of the game's big satisfying skill-payoff moments.
Normally that's just a lost opportunity.
But what if the missed opportunity feeds into a delayed-gratification loop?
Not by giving the player the reward anyway.
They missed it. That's important.
The player could have gotten the gratification right then by recognizing the opportunity and using the system well. They didn't.
So instead of that potential simply disappearing, maybe some small part of the promise of that payoff carries forward and pulls them toward another skill attempt.
That's the bit I'm interested in.
Missed skill expression feeding into delayed gratification, which then helps teach the skill expression the player missed in the first place.
Maybe the game starts loading a little extra potential into the next opportunity.
Say holding a full super long enough starts charging some secondary system. An orbital targeting laser, whatever.
Then later the game sees another great super opportunity developing. Maybe there are 100 bullets on the screen. Maybe 25 enemies. Whatever conditions actually represent the thing we're trying to teach.
And now the super is charging an orbital laser, with targeting guides creeping onto the edges of the screen.
Not a tutorial box saying: Use your super now.
Just the game starting to hint:
Hey. Look at this.
The player finally pulls the trigger.
Now they get the super plus the orbital laser.
Huge explosion. Giant payoff. Lots of stuff disappears. Resources everywhere. Dopamine machine goes brrrr.
Importantly, it still shouldn't be worth as much as having recognized the first opportunity, used the super, rebuilt the meter, and used it again.
The better player still gets more.
That's critical, because otherwise we've just taught players that hoarding supers is secretly optimal.
But there's another problem here.
If the orbital laser looks bigger, louder, and punchier than the normal super, but is actually less valuable than having used the system properly twice, that's kind of crappy visual design language.
The player sees the biggest attack and reasonably thinks:
Oh, this must be the thing I'm supposed to get.
Maybe the delayed payoff shouldn't actually be more power.
Maybe what gets carried forward is information, framing, or opportunity.
The targeting guides could be the thing.
Maybe the game starts becoming more explicit about the next great super opportunity. Enemy density, bullet density, a subtle audio cue, targeting brackets creeping inward, whatever.
The player didn't earn a better super.
The game is helping frame the next skill attempt a little more clearly.
That feels closer to what I'm actually noodling on.
The survival player who missed the first opportunity gets another shot at the lesson. And maybe a slightly louder version of the lesson this time. The missed skill opportunity didn't turn into a consolation prize. It turned into potential energy for another skill attempt.
So now you have something like:
A skill opportunity appears.
The player holds back or misses it.
They survive, but leave value on the table.
Some part of that missed opportunity feeds forward.
The game helps frame the next good opportunity.
The player recognizes it this time.
Big payoff.
And maybe that's how you slowly move someone from:
I should save this because it keeps me alive
to:
Ohhhhh. This thing isn't just an emergency button. This is how I wreck the screen.
That's a skill loop.
And I think that's more interesting than simply trying to make failure hurt less.
You're using delayed gratification to help a defensive player discover offensive play.
Is This Actually Worth Building?
Maybe.
This could also be a spectacular way to add another meter, another rule, another visual effect, and another thing the player doesn't understand. This is a design musing and not a definitive guide. :)
So I'm not convinced the orbital laser is the mechanic. That's just one way to make the thought concrete. The more useful design question might be:
Can a missed skill opportunity create another, better-framed opportunity to learn the same skill?
That's something you could apply way beyond score.
Bomb timing.
Supers.
Auto bomb/super instead of death.
Point-blanking.
Canceling bullets.
Risk/reward collection.
Aggressive positioning.
Maybe even boss mechanics.
A lot of games teach you by punishing the failure and waiting for you to figure it out next time. There might be another tool here.
Let the failure stand.
But carry a little bit of it forward as delayed gratification, then use that stored potential to make the next skill opportunity easier to see and more satisfying to execute.
Not enough to make failure optimal.
Not enough to erase the value of having nailed it the first time.
Just enough to keep the player leaning forward and maybe help them understand what the game was trying to teach them.
I think that's worth noodling on.
About the Author
I'm DrBossKey, game director and developer at Uplifting Goat, where we're building shmups, experimenting with game design, and spending probably an unreasonable amount of time thinking about why tiny interactions make players feel the things they do.
Interstellar Sentinel is our first released shmup and a big part of the laboratory, for much of this thinking.
Most of these design musings come from actually making games, playing a ridiculous number of shmups, and conversations with players and developers who keep teaching me new ways to look at the genre.
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If this kind of game design noodling is your thing, come hang out with us on Patreon.
We share development updates, experiments, behind-the-scenes work, early looks at what we're building, and plenty more trips down weird little game design rabbit holes like this one.
Supporting the studio there also helps us keep making games, sharing what we learn, and building Uplifting Goat into something we can keep doing for a very long time.
https://www.patreon.com/c/UpliftingGoat
